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3D Character Artist

12 ч назад

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3D Character Artist
Evo Interactive is hiring a 3D Character Artist Heads up: A scam is impersonating Work With Indies. We only email from .com. Learn more → Heads up: Scam impersonating Work With Indies. Learn more → Don't forget to join us on for resume and portfolio reviews, community events, pet pics, and new friends! Join us on for career advice, pet pics, and new friends! WORK WITH INDIES beta About Us Blog Newsletter Browse Jobs Post a Job Back to all jobs See all Art & Animation jobs Evo Interactive Apply for this Job Apply for this Job URL copied! No items found. Posted October 16, 2026 Freelance Anywhere Remote $2,000 - $3,250 USD Create a modular, semi-realistic 3D soldier character based on the provided concept. Budget and scope $2,000 - $3,250 USD for the base character and one armor set, skinned to my supplied rig. This is a paid, standalone prototype exploring the project’s art style and workflow. Future work may be offered but is not guaranteed. The project may explore other artistic approaches afterward, even if all deliverables are successfully completed. Required assets Base body mesh. Repurposing a suitable CC0 base mesh is acceptable, but should aim to reach the proportions in the concept. Rigid helmet. Skinned chest armor, including arms. Skinned leg armor, including boots. No hair assets are needed. Modularity and rig compatibility Helmet, chest/arms, and legs/boots must function as independently interchangeable slots. Each piece must fit over the base mesh without requiring specific-matching-pieces in other armor slots. This is for a modular customization system where players can equip and swap armor pieces independently. Use my supplied rig and animations, preserving the skeleton. Fully skin and weight the deforming armor meshes; align the rigid helmet to the head. Check deformation, boundaries, and clipping using the supplied animations. No new animations or customization-system development are required. Visual direction Match the concept’s silhouette, proportions, major shapes, and colors. Aim for believable, semi-realistic forms—not the AI-generated concept’s hyper-realistic finish. Avoid exaggerated features, extensive surface microdetail, and an intentionally faceted low-poly appearance. Prioritize readability from a third-person camera behind the character, including closer views through an adjustable camera distance. AI mesh generation is not permitted; AI-assisted pipeline tools are acceptable. Process and delivery Start with a simple blockout for approval, followed by reviews at refined geometry and textured/skinned stages. Refine detail gradually, and raise questions about the concept as needed. Target 10,000–17,500 triangles, with a hard maximum of 17,500 for the complete equipped character , including the base body/outfit and all equipped armor. No LODs desired for this contract. Provide an early test export for in-game compatibility checks. Final delivery must include separate modular meshes (FBX’s), their textures, and editable source files. Blender is preferred but not required. Apply for this Job Apply for this Job URL copied! Click the Apply button to auto-fill the email address into your email program or right-click and "Copy Email Address" to paste on your own. Learn With Evo Interactive No items found. More Jobs at Evo Interactive It looks like this team may not have any current job openings. Sign up for our newsletter and we'll be sure to let you know when they post a new role. You may also wish to check for open roles on their website. 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